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Critters Sourcebook

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GUARD<br />

Type: P • Action: Complex • Range: LOS • Duration: Sustained<br />

The Guard power allows the being to prevent any accident—both<br />

natural and those caused by the Accident power—<br />

within the terrain it controls.<br />

HARDENED ARMOR<br />

Type: P • Action: Auto • Range: Self • Duration: Always<br />

Creatures with the Hardened Armor power possess an<br />

exoskeleton or outer shell of extraordinary strength. If the<br />

unmodified Power of an attack against the creature does not<br />

exceed the rating of the being’s Hardened Armor, the attack<br />

does no damage.<br />

Against APDS or AVM ammunition, Hardened Armor only<br />

counts as half its rating.<br />

HYPNOTIC SONG<br />

Type: M • Action: Complex • Range: LOS • Duration: Sustained<br />

Creatures with the Hypnotic Song power can influence<br />

others who hear it. Treat the song as an attack with a Damage<br />

Code of (Essence)M, resisted by the victim’s Willpower. In this<br />

case, the Damage Code simply measures the song’s effect.<br />

Cyberears with dampening reduce the song’s Damage Code to<br />

(Essence)L. Earplugs may do the same, at the gamemaster’s<br />

discretion. If the attack inflicts “Deadly” damage, the target<br />

stands paralyzed, unable to take any action for as long as the<br />

song continues.<br />

An attack against a victim paralyzed by Hypnotic Song<br />

allows the character to make an Opposed Test using Willpower<br />

against the creature’s Essence. If the character achieves more<br />

successes, the effect of Hypnotic Song is broken. If the song<br />

stops, the hypnotic effect ceases. Victims suffer +2 to all target<br />

numbers on the turn after the effect of the power ends as they<br />

fight to clear their minds.<br />

IMMUNITY<br />

Type: P • Action: Auto • Range: Self • Duration: Always<br />

The Immunity power gives the critter the equivalent of an<br />

Armor Rating equal to twice its Essence for resisting damage<br />

from the thing against which it has immunity. In addition, if the<br />

Power of the damage does not exceed twice the creature’s<br />

Essence, it automatically has no effect. This power works<br />

against both magical and non-magical effects.<br />

Note that beings with Immunity to Age do not age and<br />

never suffer the effects of aging.<br />

Immunity to Fire works against fire and any fire-based<br />

attacks.<br />

Immunity to Cold works against cold temperatures and<br />

any cold-based attacks.<br />

Immunity to Normal Weapons does not protect against<br />

combat spells or weapon foci. Against weapons that inflict elemental<br />

damage (such as fire, water cannon, elemental manipulation<br />

spells and so on) the effect of the Immunity to Normal<br />

Weapons power is halved (Armor Rating equal to Essence).<br />

Treat APDS, AVM, and other armor-piercing ammunitions as<br />

normal ammunition against creatures with the Immunity to<br />

Normal Weapons power.<br />

Creatures with the Immunity to Control power subtract<br />

twice their Essence from the Force of any spell (or Essence of<br />

any power) used in an attempt to control them.<br />

INFECTION<br />

Type: P • Action: Auto • Range: Touch • Duration: Permanent<br />

The Infection power allows a being with the Essence Drain<br />

power (see p. 10) to infect any suitable creature it drains to 0<br />

Essence with the Essence Drain power. The victim sickens and<br />

apparently dies. Shortly after “death,” the individual returns to<br />

life as a being of the type that drained its Essence. Such “newborn”<br />

Essence-draining creatures are dangerous. Though they<br />

are barely conscious of their new state, instinct will drive them<br />

to satisfy their hunger for Essence in any way they can.<br />

Player characters affected by the Infection power automatically<br />

become non-player characters after their “deaths” and are<br />

controlled by the gamemaster.<br />

INFLUENCE<br />

Type: M • Action: Complex • Range: LOS • Duration: Instant<br />

The Influence power allows a being to insinuate suggestions<br />

into a target’s mind, predisposing that person to some<br />

form of action, reaction, or emotion. Make an Opposed Test<br />

between the being’s Charisma (or Essence, if it has no<br />

Charisma) and the target’s Willpower. The number of net successes<br />

determines how strongly the suggestion is taken.<br />

INNATE SPELL<br />

Type: P • Action: Complex • Range: LOS • Duration: Instant<br />

The Innate Spell power gives a critter the ability to create<br />

an effect roughly similar to a spell, usually an elemental manipulation<br />

spell. The creature is not actually using Sorcery to cast<br />

a spell, but is manipulating mana in a manner that roughly<br />

approximates a spell being cast. Most creatures can only<br />

mimic one spell effect (listed in parentheses after the power).<br />

Spell descriptions appear in SR3, beginning on p. 191.<br />

When a creature uses this power, treat the action as if the<br />

critter were casting the spell using its Essence for both Sorcery<br />

and Force. Most attacks made with this power inflict (Essence)M<br />

damage, though the Damage Level may vary (see individual critter<br />

descriptions).<br />

The Innate Spell power functions in a fashion similar<br />

enough to spellcasting that Awakened characters can use spell<br />

defense to protect themselves and others against the effects of<br />

this power. Note that spell defense does not work against any<br />

other critter power (except for creatures with the Magical Skill<br />

power (p. 12) using Sorcery for spellcasting).<br />

Because this is an innate power, critters using it do not<br />

normally suffer the effects of Drain. If a critter sustains an<br />

attack using the Innate Spell power, however, it will suffer<br />

Drain of (Essence ÷ 2)S according to the standard rules. The<br />

effect of a sustained Innate Spell attack covers a number of<br />

square meters equal to the critter’s Essence. Sustained innate<br />

spells can be dispelled.<br />

<strong>Critters</strong><br />

11

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